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Not a bug, it's simply how it works.
If you have the husk genes and infect yourself with the husk infection, the husk infection won't be able to progress past 90% strength (this is also the case in the unmodded game). The symbiotic husk works the same way.
Gotcha, I appreciate you clearing that up.
Well it's a cool mod, but in any case I think i'll not be using the mod then. As petty as it might sound, watching in the Husk Infection with the health scanner jump between 79%, 83%, 85%, and 89% every few seconds bugs me. I prefer the vanilla method where it just stops and stays at 90%.
The reason for this is because I made the infection progress a lot faster, with the intent of making infected monsters transform much more quickly, however it would also transform humans very quickly the same way, which isn't too fun, so I made the affliction artificially decrease its strength every once in a while to make it progress "slower" only on humans. By doing this, I also randomize the amount of time it takes for the infection to reach 100%, keeping players on their toes.
If this bugs you that much, I can simply remove this artificial strength decrease when players are using something that prevents them from being transformed by the husk infection, so that the infection's strength can stay at a nice stable 90%.
I can understand for balance reasons, you'd want humans to have more of a chance since there is no cure for a husked human. Personally I am not familiar with modding .xml files, so I went ahead and looked at your Affliction modifications and customized my own Affliction.xml file to fit what I was trying to achieve. Though never figured out how just add the monsters and new mutations from your mod to my personal Affliction.xml.
If you would be willing to make the percentage stable if the player has the husk gene or symbiotic infection that would be appreciated. It would make things a lot simpler, so I could just tailor the infection speed instead of trying to figure out how to splice mods together.